[Bug 94477] Too many temporary expressions in shader freeze glLinkProgram

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Oct 10 10:15:12 UTC 2016


https://bugs.freedesktop.org/show_bug.cgi?id=94477

--- Comment #22 from Tapani Pälli <lemody at gmail.com> ---
(In reply to Yang Gu from comment #21)
> I just had a try with latest ToT code, and this case took 262s, while
> current budget for each WebGL conformance test case is 20s. I think you
> already did a very great improvement from 610s to 262s, and it might be hard
> to further improve this to be within 20s. I will talk with Khronos to see if
> we can ask more budget specially for this case. 
> Thank you very much!

You are welcome :) 20 secs is a really tough budget for us. Upcoming shader
cache will sort of workaround this but even then the first run will be slow.

It would be interesting to know how fast Nvidia does without shader cache, you
should be able to disable cache by removing '$HOME/.nv/GLCache' or exporting
__GL_SHADER_DISK_CACHE=false before running the app.

I assume we *should* be able to do better than 262s, will need to do some
profiling to see. One thing to try would be Marek's patches to use jemalloc
instead of libc's malloc. This test causes extensive usage of exec_list and
ralloc since there are so many temporary variables being created and destroyed.

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